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Re: Apple Silicon Mac M1

PostPosted: Sun Mar 28, 2021 7:19 am
by TheOldDragon
Cel_da wrote:Ok...I finally found out what was the problem!!!...
For some reason the game zip file was decompressed when I putted it on the Roms folder...I just re-compressed it and now it is working :D

I tried the Srally2 and I found some graphics glitches (on the count down numbers for ex. when the race starts) I don't know if it's reported already or if there's a fix for it since I´ve been running the emulator on the windows environment and it looked fine (some months ago)...
Anyway thanks again, I will continue digging on the Mac OS commands and functions, but probably never going to learn much :lol: so I will writing here if I get some doubts...
Good easter to everybody and...
Thanks again!


Glad you have it working...

Sega Rally 2 needs to have the PowerPC running at 100 MHz to avoid graphical glitches... I believe it's explicitly mentioned in the FAQ...

It don't think it has any new functionality, but I may get around to building latest SVN version [on macOS today]... If I do, I'll share the binaries again...

Re: Apple Silicon Mac M1

PostPosted: Sun Mar 28, 2021 12:24 pm
by Cel_da
Thanks TheOldDragon!
I forgot to put the right ppc!
It would be great if you could compile a new build. Thanks allot!

Re: Apple Silicon Mac M1

PostPosted: Sun Mar 28, 2021 1:43 pm
by Bart
Cel_da wrote:Ok...I finally found out what was the problem!!!...
For some reason the game zip file was decompressed when I putted it on the Roms folder...I just re-compressed it and now it is working :D

I tried the Srally2 and I found some graphics glitches (on the count down numbers for ex. when the race starts) I don't know if it's reported already or if there's a fix for it since I´ve been running the emulator on the windows environment and it looked fine (some months ago)...
Anyway thanks again, I will continue digging on the Mac OS commands and functions, but probably never going to learn much :lol: so I will writing here if I get some doubts...
Good easter to everybody and...
Thanks again!


Mac unfortunately uses the legacy engine which is hopelessly out of date. At some point in the future I would like to write a Metal port of Ian's engine.

Apple "Metal-cpp": - official C++ interface for Metal

PostPosted: Sat Nov 20, 2021 8:40 am
by TheOldDragon
Bart wrote:Mac unfortunately uses the legacy engine which is hopelessly out of date. At some point in the future I would like to write a Metal port of Ian's engine.


Apple has just released an official C++ interface for Metal, which I assume would signifacntly reduce the difficulty and work required to make a Metal 3D render path for Supermodel [and other cross-platform / graphics API programs].

From: https://developer.apple.com/metal/cpp/
"Metal-cpp is a low-overhead C++ interface for Metal that helps developers add Metal functionality to graphics apps, games, and game engines that are written in C++."

I'd personally love to have a go at this - and I'm learning OpenGl / Vulkan [and eventually Metal] in my "spare time" - but I'm honestly probably years away from having the knowledge and experience to do it successfully [but may start hacking on it in a few months if I can get to a level of basic competence]...

Re: Apple Silicon Mac M1

PostPosted: Wed Dec 08, 2021 1:37 pm
by Bart
Go for it! I just got an M1 Macbook but haven't touched it yet.

Re: Apple Silicon Mac M1

PostPosted: Thu Dec 09, 2021 6:55 am
by Ian
The regular triangle version should be pretty easy to port.
There are probably tool that will even automatically convert the shaders for you.

The quad render path will be quite a lot more complicated, since from what I understand metal doesn't have geometry shaders at all. You could either emulate that part in software, or you'd have to use compute shaders. I've never programmed compute shaders before but it is an option.

Re: Apple Silicon Mac M1

PostPosted: Mon Dec 13, 2021 9:28 pm
by limehome41
Hi all,

Is it feasible to compile it for iOS devices like iPad?

Thanks,
Peter

Re: Apple Silicon Mac M1

PostPosted: Mon Dec 20, 2021 3:07 pm
by Bart
limehome41 wrote:Hi all,

Is it feasible to compile it for iOS devices like iPad?

Thanks,
Peter


Would be difficult. The old engine could probably be ported to whatever variant of OpenGL ES iOS still supports and the same caveats regarding Metal apply otherwise. A replacement for Main.cpp would also need to be written. It wouldn't be a simple recompile.

Re: Apple Silicon Mac M1

PostPosted: Sat Dec 25, 2021 11:52 am
by Cel_da
Hello everybody!
First, hope everybody had a nice Christmas and is in a good health condition!
Second, i´m continuing to use my MacBook Air M1 with supermodel. I installed a new version of the emulator, and last time I did it I made some scripts in the "text editor" and somehow I managed to make an exec file so I can double click it to lunch the file. I remember I used some internet page to guide me trough the process, and now I simply can't find it, I´ve used the "#!/bin/bash" in the first line and then the path "cd /Users/celsogoncalves/Documents/Supermodel-macos-r846
./supermodel-m1-nonet-svn-r846 ./Roms/eca.zip -force-feedback -legacy3d -fullscreen -res=1920,1080 -ppc-frequency=100 -wide-screen" in the second line, I open the terminal and "chmod u+x (and drag/drop the text file with or without the file extension) this time I always get "App Is Damaged and Can’t Be Opened. You Should Move It To The Trash" if I open one that works with the text editor and edit it and save I get the same thing...
I know that it works well writing the commands on terminal but it worked so well with the exec files that I was used to it... can someone please help me?

Thank you! And happy new year to everyone!

Re: Apple Silicon Mac M1

PostPosted: Sat Jan 01, 2022 5:50 pm
by Bart
I would just use the terminal but if you want to write a shell script it should be pretty straightforward. Something like:

Code: Select all
#!/bin/bash
cd /directory/where/supermodel/binary/is
./supermodel game.zip


You have to make sure of course that those commands are correct and will work in a terminal. To make the script executable it should be sufficient to do this:

Code: Select all
chmod +x script_name.sh


That said, I've never tried double-clicking to open scripts. I always use them from the command line.